Greetings Brothers, I have come to this forum seeing as there is much friendly banter and advice to be heard for new players such as myself. I have been doing research on other players, tactics, army builds, etc, and have finally come up with an army list of my own. Players at my local store generally play 1500 point games and I now have the funding to join the fray . I seek the knowledge of PGK veterans and comments on how to make this build as versatile as possible. I'm not looking to go just shooty or just assult, but instead want an army that can play reactively. So far, from much reading and planning I have two possible ideas:

Tactics:The GKSS are best for capping objectives and laying down both anti tank and infantry fire. The paladins can deep strike successfully thanks to the skulls and begin to wreak havoc upon the heretics. I've seen squads of five pallies without a banner decimate almost 1000 points of enemy armies and have decided to take a squad myself The Psyfleman dreads will provide support from range and aid in anti tank fire. I feel this covers close, mid and long range while giving me a lot of options against a range of enemy tactics.

Tactics:Same idea as army 1, but this lets me spread out more and, when necessary, cap more objectives.

Notes: I understand this game can really come down to the dice, however I'm confident that proper movement and use of cover can counter such irritations. Please let me know what you think, and help me hit the ground running! I look forward to purging the galaxy of heresy and flith!

im not a veteran but I\'ve played a few games now and i think it lookes good

i tend to overspend on points for paladins but yours looks fineone thing that i have done is given the librarian quicksilver (if you have a banner) and arm the paladins with deamon hammers, only five points extra and they can smash through practicaly anything, even fast troops and elites